With Update 82 we’ve finally released the long awaited Lion King Von Leon! Things are still a bit in the dark for you like in the banner above, but we are sure you will figure things out and provide feedback. This thread will be used to keep the ideas in one place. We are interested in any input surrounding that new boss, may it be the pre-quest, the boss fight and mechanics, the rewards or anything else you can think of. We hope you all are having fun and wish you good luck with that new challenge!
Restore ilbi throwing stars to their normal 27att….the constant little Nerfs to NLs is beyond unnecessary at this point
I understand your concern, however this thread is regarding feedback of the new Von Leon boss. If you would like to start a constructive discussion regarding throwing-star balancing I suggest to create a separate thread for this within the Feedback section so to not derail this topic.
Just a quick question for GM's/Admins/Testers. How big was the party that you used to kill Von Leon, if it was killed in the test server? Also it doesn't seem like any new difficult boss can be implemented without completely screwing Dark Knights, any thoughts on that?
I would suggest making an option to adjust transparency to other players' characters, pets, and the NX effects. similar to GMS. If transparency isn’t possible in programming, then maybe change to the same and simpler outfit, and change to the same smaller pet 1 per player. (Something like how GM event worked.) The only downside is players cannot enjoy their own outfits. Hard to see your own character and the boss attack animation. Very cool boss design, I hope all bosses can have this kind of active mechanic with different difficulties.
#1 Add “Practice” expedition Gives apple buff to the entire party when entering, no rewards, no death exp penalty. Dispel all when leaving the map. Throw in some meso sink, practice ticket 10m each. #2 Echoing @DickDann, welcome back to royals btw. Transparency option for other players in VL map. #3 if by any chance some crazy powercreeping gear such as weapons is added, remove them asap. #4 this sounds alittle broken, but weekly cooldown only applies after VL is killed. #5 Give me back my RP for the VL Outfit #6 Do you guys want this back?
Not entirely sure about this, but perhaps could take a closer look at the amount of consecutive falling rocks that cause the 1 hit k.o. and/or the duration of the animation. I thought I saw a serie of 3-4 falling rocks next to each other. I feel for most of the classes this will be hard if not near impossible to escape. Also the frequency of this animation seems so high. Note: I could and probably am wrong. I'm sure it's been extensively tested. Also, it's supposed to be a hard challenge, I get that Maybe it's just a bit too much haha. Maybe not.
Increase the number of weekly runs from 2 to 3 or 4 or put it on a 48 cooldown. Five days before you can run again is oh-so tedious
Please considering helping corsairs and DK at this point, most of people will go bucc / Nl for this end game content Q_Q
This content has been tested on corsair and (zerking) DrK characters and has deemed to be possible as long as you learn all the mechanics and are good with manually potting/ reading boss animations tl dr; git gud
Didn't get far since I died to an Aerial prison I hadn't seen before, but I can give a bit of feedback gained from watching videos and the few mins I had to run Tombstones seem reasonably fair, although when you get 4 in a row some classes might really struggle. I think it's best to keep as is unless it's shown to be a major problem for low mobility classes like archers (warriors are fine - rush works as a good movement skill). Overall there's a generous window to react and move, so I'm not overly concerned with them 90% of the time Lightning attack might be a bit high damage, I'd rather reduce the amount people have to wash for this. Not sure if it's possible, but if VL can use this right after teleporting on top of a ranged attacker, that's an unavoidable instakill unless they wash, which isn't great. The debuffs on attacks are a nice touch. IDK if the stun is avoidable since I was always on the opposite side of that attack, but it seems like it might be, which is good design. I really love how each class gets a unique aerial prison that's somewhat tailored to their class mechanics. It makes me excited to see all the different options! --- Also in general the mechanics seem fair and well telegraphed. I haven't really been confused on wtf is happening yet, at least not after thinking for a couple minutes in a retrospective. Excited to see what other things you're going to throw at us in 2nd body and later!
+1 this opinion is so hard evading 3-4 rocks , i dont have skill to run , pls mercy ! all is so good ! 1-2 is fine 3-4 is imposible!
basically, recruit the gms on their legits n force them to play drk/sair to expose the mechanics n the right way to play
Maybe, VL runs require lots of Bishops to encounter the stuns as we did for The Boss runs back then. We always had around 3-4 BS back then so could anti-stun the whole party. There was no dispel there though so it might not be viable in VL?
please make alliance badges instanced / unique to each player like totems, having to fight over badges when ur in a party of like 4-6 ppl sucks and i dont see the point in having players kill vultures for an hour or more